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General Tabletop Discussion
*Dungeons & Dragons
Should There Be a Core Setting?
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<blockquote data-quote="Malmuria" data-source="post: 8359778" data-attributes="member: 7030755"><p>I think a point of light setting that provides basically what the starter set/essentials kit provides but not in the FR would be perfect. Similarly, many games include a starting adventure scenario, why not dnd? The lack of a starting adventure exacerbates the fact that, imo, the world and adventure building advice in the dmg is not good.</p><p></p><p>What other game products do this well? Some:</p><p></p><p><a href="https://slyflourish.com/returnofthelazydm/" target="_blank">Return of the Lazy DM </a>actually builds a starting scenario and adventure alongside its advice, so you get the general principles and then examples like in any textbook. </p><p></p><p><a href="https://www.drivethrurpg.com/product/348791/Worlds-Without-Number" target="_blank">Worlds Without Number</a> has fantastic and comprehensive world building tools and an example setting. If I ever make a new setting this is what I would turn to first. <a href="https://cannibalhalflinggaming.com/2021/03/31/system-split-worlds-without-number-and-dd-fifth-edition/" target="_blank">One reviewer wrote</a></p><p></p><p></p><p></p><p><a href="https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition" target="_blank">The Black Hack 2e</a> has a lot of great tables (including drop tables) for creating a starting situation (town, mini-hex map, dungeons, npcs). As this <a href="https://www.technicalgrimoire.com/david/2018/10/black-hack-two" target="_blank">reviewer wrote</a>, it's very much a "gm workbook" approach, which I find very helpful. By comparison, the dmg dungeon stocking tables are I think copied from the 1e dmg and are overly mundane for a modern game. </p><p></p><p>As mentioned, the <a href="https://www.drivethrurpg.com/product/17171/DD-Rules-Cyclopedia-Basic" target="_blank">Rules Cyclopedia</a> has an appendix titled "The D&D Game World" that's a super quick 20 page gazetteer on Mystara, mostly maps.</p><p></p><p>A big company like Wizard's invest in some digital technology to help with world and adventure building. Or, imagine an interactive map of a points of light setting where you could click to see location information, rumors, npcs. </p><p></p><p>In terms of the implied setting, one thing I tend to do is extrapolate out various aspects of the core rules to think about what it would be like to be in a fantasy world based on those rules. Mostly, what kind of world pervasive low level magic would produce (or is it pervasive). But probably you are not meant to think about that sort of thing too much, at least in 5e</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8359778, member: 7030755"] I think a point of light setting that provides basically what the starter set/essentials kit provides but not in the FR would be perfect. Similarly, many games include a starting adventure scenario, why not dnd? The lack of a starting adventure exacerbates the fact that, imo, the world and adventure building advice in the dmg is not good. What other game products do this well? Some: [URL='https://slyflourish.com/returnofthelazydm/']Return of the Lazy DM [/URL]actually builds a starting scenario and adventure alongside its advice, so you get the general principles and then examples like in any textbook. [URL='https://www.drivethrurpg.com/product/348791/Worlds-Without-Number']Worlds Without Number[/URL] has fantastic and comprehensive world building tools and an example setting. If I ever make a new setting this is what I would turn to first. [URL='https://cannibalhalflinggaming.com/2021/03/31/system-split-worlds-without-number-and-dd-fifth-edition/']One reviewer wrote[/URL] [URL='https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition']The Black Hack 2e[/URL] has a lot of great tables (including drop tables) for creating a starting situation (town, mini-hex map, dungeons, npcs). As this [URL='https://www.technicalgrimoire.com/david/2018/10/black-hack-two']reviewer wrote[/URL], it's very much a "gm workbook" approach, which I find very helpful. By comparison, the dmg dungeon stocking tables are I think copied from the 1e dmg and are overly mundane for a modern game. As mentioned, the [URL='https://www.drivethrurpg.com/product/17171/DD-Rules-Cyclopedia-Basic']Rules Cyclopedia[/URL] has an appendix titled "The D&D Game World" that's a super quick 20 page gazetteer on Mystara, mostly maps. A big company like Wizard's invest in some digital technology to help with world and adventure building. Or, imagine an interactive map of a points of light setting where you could click to see location information, rumors, npcs. In terms of the implied setting, one thing I tend to do is extrapolate out various aspects of the core rules to think about what it would be like to be in a fantasy world based on those rules. Mostly, what kind of world pervasive low level magic would produce (or is it pervasive). But probably you are not meant to think about that sort of thing too much, at least in 5e [/QUOTE]
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